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Why we can't go into places we BOUGHT. So stupid.

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ElectricEchoes
  • ElectricEchoes

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#31

Posted 21 September 2013 - 10:12 PM Edited by ElectricEchoes, 21 September 2013 - 10:13 PM.

I think some people are missing the point of interiors. They’re used for immersion, fun, and in some cases they are necessary or beneficial. It’s the physical environment in GTA that gives it a sense of life and this also applies to interiors. Some people arguing against them are suggesting they’re a waste of space, only to be entered once and never again.

 

Banks – On completion, it becomes increasingly hard to earn cash. Banks would offer as an alternative for obtaining relatively lucrative amounts, albeit extremely difficult to obtain.

 

Cluckin’Bell/Burger Shot – This one’s obvious: Replenish user’s health. I found they added a lot of character, immersion and humour to San Andreas.

 

Police Station/Hospital – They could be copied and pasted throughout the map. I always enjoyed wreaking havoc in the police station in previous GTAs. For added immersion, after being busted/wasted, you could be spawned in the entrance hall.

 

Motels – They could be located throughout the vast rural landscape, serving as save/health replenishment points. They could be deemed necessary if the quick save feature was removed, and helpful for restoring health. Also, an alternative place to take prostitutes if you’re into that sort of thing.

 

Safe Houses – The same as above. Not too many though, and make them useful. Condo’s with helipads, or houses with garages.

 

Bars – Bars offer more activities. Pool, arcade machines, bar brawls, etc. Your character could ring friends/acquaintances like in previous GTAs (although not the other way around). It would be awesome getting wasted with Trevor.

 

Businesses – In Vice City it actually felt like you owned your assets/properties. This was a major aspect of immersion and the feeling of building and owning an empire, and that's the primary focus of each story told in GTA. Most characters are going from rags to riches.

 

Shopping mall – For the fun factor. Who didn’t enjoy causing havoc in the mall in Vice City.

 

They're just some suggestions. It has nothing to do with being whiny kids. It seems you can't critisize the game at all without people circle-jerking and contorting your actual points to make them sound ridiculous. I see a lot of features/locations with little substance that people enjoy having in this game, inadvertently adding to the immersion/realism. It's no different with the interiors.


SideburnGuru
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#32

Posted 21 September 2013 - 10:19 PM

I think some people are missing the point of interiors. They’re used for immersion, fun, and in some cases they are necessary or beneficial. It’s the physical environment in GTA that gives it a sense of life and this also applies to interiors. Some people arguing against them are suggesting they’re a waste of space, only to be entered once and never again.

 

Banks – On completion, it becomes increasingly hard to earn cash. Banks would offer as an alternative for obtaining relatively lucrative amounts, albeit extremely difficult to obtain.

 

Cluckin’Bell/Burger Shot – This one’s obvious: Replenish user’s health. I found they added a lot of character, immersion and humour to San Andreas.

 

Police Station/Hospital – They could be copied and pasted throughout the map. I always enjoyed wreaking havoc in the police station in previous GTAs. For added immersion, after being busted/wasted, you could be spawned in the entrance hall.

 

Motels – They could be located throughout the vast rural landscape, serving as save/health replenishment points. They could be deemed necessary if the quick save feature was removed, and helpful for restoring health. Also, an alternative place to take prostitutes if you’re into that sort of thing.

 

Safe Houses – The same as above. Not too many though, and make them useful. Condo’s with helipads, or houses with garages.

 

Bars – Bars offer more activities. Pool, arcade machines, bar brawls, etc. Your character could ring friends/acquaintances like in previous GTAs (although not the other way around). It would be awesome getting wasted with Trevor.

 

Businesses – In Vice City it actually felt like you owned your assets/properties. This was a major aspect of immersion and the feeling of building and owning an empire, and that's the primary focus of each story told in GTA. Most characters are going from rags to riches.

 

Shopping mall – For the fun factor. Who didn’t enjoy causing havoc in the mall in Vice City.

 

They're just some suggestions. It has nothing to do with being whiny kids. It seems you can't critisize the game at all without people circle-jerking and contorting your actual points to make them sound ridiculous. I see a lot of features/locations with little substance that people enjoy having in this game, inadvertently adding to the immersion/realism. It's no different with the interiors.

Only two I agree with are the malls and bars. 

I'll reply, NICELY to you.  
 

1. Banks.  GTA Online has shown people entering banks, and being able to depoist their money there. Pretty sure it's an Online thing.  

2. Clunkin Bell/ Burger Shot I would love this, if the past games didn't ruin it for me. If I was able to sit down with a friend, and slowly enjoy a meal, I'd somewhat think it'd be better. I don't see the point though. In all games, you'd walk in, order something, the thing you get back looking absolutely nothing like it, then you'd just walk off. Doesn't really seem immersive to me. 

Plus, it kinda got replaced with average soda machines just added around. 

3. Police Station/Hospital No idea why these weren't in, but to me, they relatively don't matter. Again, police station has potentinal, but hospital was ruined in GTA 4 to me. You go in.. and you can't even asked to be healed or anything like that. If the hospitals ever served more of a purpose, I'd agree. 

4. Motels Heard hotels are going to be in GTA Online, more so like rooms you can stay in. As for motels, again, seemingly cool idea, I just don't see the point. Like, as I said before you can just use a soda machine for the same thing, and I could see it becoming more annoying. While it does seem more cool, that definitely does feel more RPGish. 

5. Safe Houses: Are in GTA V. They're also confirmed to be in GTA Online. This will be fine. They're also going to be interactable, and you can furinish it, apparently. 
 

6.  Bars: Completely agree. Would've been nice to see a bar with fights breaking out, games to play, air hockey, etc. 

7. Businesses: Maybe I just don't see the point of this one, but even in Vice City, the few ones you could enter really didn't have much to do anyway. 

8. Shopping Mall Probably my favorite thing in Vice City that didn't make a return. Agree with that. 


Murad96
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#33

Posted 21 September 2013 - 10:25 PM

1. Banks.  GTA Online has shown people entering banks, and being able to depoist their money there. Pretty sure it's an Online thing. 

 

When?


swagbucks
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#34

Posted 21 September 2013 - 10:41 PM

dont like it ? get the f*ck out BITCHHH. 


tdavies457
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#35

Posted 21 September 2013 - 10:52 PM

I think some people are missing the point of interiors. They’re used for immersion, fun, and in some cases they are necessary or beneficial. It’s the physical environment in GTA that gives it a sense of life and this also applies to interiors. Some people arguing against them are suggesting they’re a waste of space, only to be entered once and never again.

 

Banks – On completion, it becomes increasingly hard to earn cash. Banks would offer as an alternative for obtaining relatively lucrative amounts, albeit extremely difficult to obtain.

 

Cluckin’Bell/Burger Shot – This one’s obvious: Replenish user’s health. I found they added a lot of character, immersion and humour to San Andreas.

 

Police Station/Hospital – They could be copied and pasted throughout the map. I always enjoyed wreaking havoc in the police station in previous GTAs. For added immersion, after being busted/wasted, you could be spawned in the entrance hall.

 

Motels – They could be located throughout the vast rural landscape, serving as save/health replenishment points. They could be deemed necessary if the quick save feature was removed, and helpful for restoring health. Also, an alternative place to take prostitutes if you’re into that sort of thing.

 

Safe Houses – The same as above. Not too many though, and make them useful. Condo’s with helipads, or houses with garages.

 

Bars – Bars offer more activities. Pool, arcade machines, bar brawls, etc. Your character could ring friends/acquaintances like in previous GTAs (although not the other way around). It would be awesome getting wasted with Trevor.

 

Businesses – In Vice City it actually felt like you owned your assets/properties. This was a major aspect of immersion and the feeling of building and owning an empire, and that's the primary focus of each story told in GTA. Most characters are going from rags to riches.

 

Shopping mall – For the fun factor. Who didn’t enjoy causing havoc in the mall in Vice City.

 

They're just some suggestions. It has nothing to do with being whiny kids. It seems you can't critisize the game at all without people circle-jerking and contorting your actual points to make them sound ridiculous. I see a lot of features/locations with little substance that people enjoy having in this game, inadvertently adding to the immersion/realism. It's no different with the interiors.

This ...I would just add a nightclub, casino, and airport terminal to all that and we'd have all the interiors we could ever want in a gta game  :beerhat: maybe they'll add some of those for the dlc..?


tdavies457
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#36

Posted 21 September 2013 - 10:55 PM

The irony is if there were 500 enterable buildings and no sea floor thered be just as many posts complaining about how they did nothing with whats underwater.

not really...things like casinos, nightclubs, shopping malls etc are more important to any gta game than seaweed


ElectricEchoes
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#37

Posted 21 September 2013 - 10:55 PM

 

I think some people are missing the point of interiors. They’re used for immersion, fun, and in some cases they are necessary or beneficial. It’s the physical environment in GTA that gives it a sense of life and this also applies to interiors. Some people arguing against them are suggesting they’re a waste of space, only to be entered once and never again.

 

Banks – On completion, it becomes increasingly hard to earn cash. Banks would offer as an alternative for obtaining relatively lucrative amounts, albeit extremely difficult to obtain.

 

Cluckin’Bell/Burger Shot – This one’s obvious: Replenish user’s health. I found they added a lot of character, immersion and humour to San Andreas.

 

Police Station/Hospital – They could be copied and pasted throughout the map. I always enjoyed wreaking havoc in the police station in previous GTAs. For added immersion, after being busted/wasted, you could be spawned in the entrance hall.

 

Motels – They could be located throughout the vast rural landscape, serving as save/health replenishment points. They could be deemed necessary if the quick save feature was removed, and helpful for restoring health. Also, an alternative place to take prostitutes if you’re into that sort of thing.

 

Safe Houses – The same as above. Not too many though, and make them useful. Condo’s with helipads, or houses with garages.

 

Bars – Bars offer more activities. Pool, arcade machines, bar brawls, etc. Your character could ring friends/acquaintances like in previous GTAs (although not the other way around). It would be awesome getting wasted with Trevor.

 

Businesses – In Vice City it actually felt like you owned your assets/properties. This was a major aspect of immersion and the feeling of building and owning an empire, and that's the primary focus of each story told in GTA. Most characters are going from rags to riches.

 

Shopping mall – For the fun factor. Who didn’t enjoy causing havoc in the mall in Vice City.

 

They're just some suggestions. It has nothing to do with being whiny kids. It seems you can't critisize the game at all without people circle-jerking and contorting your actual points to make them sound ridiculous. I see a lot of features/locations with little substance that people enjoy having in this game, inadvertently adding to the immersion/realism. It's no different with the interiors.

Only two I agree with are the malls and bars. 

I'll reply, NICELY to you.  
 

1. Banks.  GTA Online has shown people entering banks, and being able to depoist their money there. Pretty sure it's an Online thing.  

2. Clunkin Bell/ Burger Shot I would love this, if the past games didn't ruin it for me. If I was able to sit down with a friend, and slowly enjoy a meal, I'd somewhat think it'd be better. I don't see the point though. In all games, you'd walk in, order something, the thing you get back looking absolutely nothing like it, then you'd just walk off. Doesn't really seem immersive to me. 

Plus, it kinda got replaced with average soda machines just added around. 

3. Police Station/Hospital No idea why these weren't in, but to me, they relatively don't matter. Again, police station has potentinal, but hospital was ruined in GTA 4 to me. You go in.. and you can't even asked to be healed or anything like that. If the hospitals ever served more of a purpose, I'd agree. 

4. Motels Heard hotels are going to be in GTA Online, more so like rooms you can stay in. As for motels, again, seemingly cool idea, I just don't see the point. Like, as I said before you can just use a soda machine for the same thing, and I could see it becoming more annoying. While it does seem more cool, that definitely does feel more RPGish. 

5. Safe Houses: Are in GTA V. They're also confirmed to be in GTA Online. This will be fine. They're also going to be interactable, and you can furinish it, apparently. 
 

6.  Bars: Completely agree. Would've been nice to see a bar with fights breaking out, games to play, air hockey, etc. 

7. Businesses: Maybe I just don't see the point of this one, but even in Vice City, the few ones you could enter really didn't have much to do anyway. 

8. Shopping Mall Probably my favorite thing in Vice City that didn't make a return. Agree with that. 

 

As i mentioned, they're just suggestions. I'm not particularly fond of a lot of them, and I kept them brief without elaborating on other features that could be added to their purpose. They were just off the top of my head as they've been implemented in the past. I'm sure all of the creative employees at Rockstar could have introduced, or even improved some of the faults that ruined it for you in past games. And as you said, some have potential.

 

Also, by safe house, I meant purchasable ones. I'm aware that banks, and purchasable safe houses, hotels are in GTAO. But I'm specifically referring to single player, and more specifically, immersion levels. As for the soda machine, it's a cheap alternative that could be removed. I agree that motels could become annoying though.


tdavies457
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#38

Posted 21 September 2013 - 10:57 PM

don't understand what's all the fuzz about interiors... what's the point of wasting memory with that just so you get inside the building, look around and say "how pretty" and than never put your foot in there again...

it's quite simple...the more detail the game has the better it is, don't you want the game to be better?


ElectricEchoes
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#39

Posted 21 September 2013 - 10:59 PM

 

I think some people are missing the point of interiors. They’re used for immersion, fun, and in some cases they are necessary or beneficial. It’s the physical environment in GTA that gives it a sense of life and this also applies to interiors. Some people arguing against them are suggesting they’re a waste of space, only to be entered once and never again.

 

Banks – On completion, it becomes increasingly hard to earn cash. Banks would offer as an alternative for obtaining relatively lucrative amounts, albeit extremely difficult to obtain.

 

Cluckin’Bell/Burger Shot – This one’s obvious: Replenish user’s health. I found they added a lot of character, immersion and humour to San Andreas.

 

Police Station/Hospital – They could be copied and pasted throughout the map. I always enjoyed wreaking havoc in the police station in previous GTAs. For added immersion, after being busted/wasted, you could be spawned in the entrance hall.

 

Motels – They could be located throughout the vast rural landscape, serving as save/health replenishment points. They could be deemed necessary if the quick save feature was removed, and helpful for restoring health. Also, an alternative place to take prostitutes if you’re into that sort of thing.

 

Safe Houses – The same as above. Not too many though, and make them useful. Condo’s with helipads, or houses with garages.

 

Bars – Bars offer more activities. Pool, arcade machines, bar brawls, etc. Your character could ring friends/acquaintances like in previous GTAs (although not the other way around). It would be awesome getting wasted with Trevor.

 

Businesses – In Vice City it actually felt like you owned your assets/properties. This was a major aspect of immersion and the feeling of building and owning an empire, and that's the primary focus of each story told in GTA. Most characters are going from rags to riches.

 

Shopping mall – For the fun factor. Who didn’t enjoy causing havoc in the mall in Vice City.

 

They're just some suggestions. It has nothing to do with being whiny kids. It seems you can't critisize the game at all without people circle-jerking and contorting your actual points to make them sound ridiculous. I see a lot of features/locations with little substance that people enjoy having in this game, inadvertently adding to the immersion/realism. It's no different with the interiors.

This ...I would just add a nightclub, casino, and airport terminal to all that and we'd have all the interiors we could ever want in a gta game  :beerhat: maybe they'll add some of those for the dlc..?

 

Oh yes, how could I forget those. The casino in particular, another practical and fun way to make money. Airport terminals fit into the same bracket as the shopping mall for me, another fun factor. And I see no reason why nightclubs couldn't have been included if the strippers bar was added. A lot of the interiors could have been copied and pasted from that.


SlappyPwnsAss
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#40

Posted 21 September 2013 - 11:00 PM

I think some people are missing the point of interiors. They’re used for immersion, fun, and in some cases they are necessary or beneficial. It’s the physical environment in GTA that gives it a sense of life and this also applies to interiors. Some people arguing against them are suggesting they’re a waste of space, only to be entered once and never again.

 

Banks – On completion, it becomes increasingly hard to earn cash. Banks would offer as an alternative for obtaining relatively lucrative amounts, albeit extremely difficult to obtain.

 

Cluckin’Bell/Burger Shot – This one’s obvious: Replenish user’s health. I found they added a lot of character, immersion and humour to San Andreas.

 

Police Station/Hospital – They could be copied and pasted throughout the map. I always enjoyed wreaking havoc in the police station in previous GTAs. For added immersion, after being busted/wasted, you could be spawned in the entrance hall.

 

Motels – They could be located throughout the vast rural landscape, serving as save/health replenishment points. They could be deemed necessary if the quick save feature was removed, and helpful for restoring health. Also, an alternative place to take prostitutes if you’re into that sort of thing.

 

Safe Houses – The same as above. Not too many though, and make them useful. Condo’s with helipads, or houses with garages.

 

Bars – Bars offer more activities. Pool, arcade machines, bar brawls, etc. Your character could ring friends/acquaintances like in previous GTAs (although not the other way around). It would be awesome getting wasted with Trevor.

 

Businesses – In Vice City it actually felt like you owned your assets/properties. This was a major aspect of immersion and the feeling of building and owning an empire, and that's the primary focus of each story told in GTA. Most characters are going from rags to riches.

 

Shopping mall – For the fun factor. Who didn’t enjoy causing havoc in the mall in Vice City.

 

They're just some suggestions. It has nothing to do with being whiny kids. It seems you can't critisize the game at all without people circle-jerking and contorting your actual points to make them sound ridiculous. I see a lot of features/locations with little substance that people enjoy having in this game, inadvertently adding to the immersion/realism. It's no different with the interiors.

 

 

Im calling people whiny kids cause this game cant have everything, for gods sake... ITS A GAME RUNNING ON CURRENT GEN CONSOLES. These consoles cant handle a map this big, with all those interiors you mentioned.

 

People gotta get that inside their tiny heads.


tdavies457
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#41

Posted 21 September 2013 - 11:06 PM

 

I think some people are missing the point of interiors. They’re used for immersion, fun, and in some cases they are necessary or beneficial. It’s the physical environment in GTA that gives it a sense of life and this also applies to interiors. Some people arguing against them are suggesting they’re a waste of space, only to be entered once and never again.

 

Banks – On completion, it becomes increasingly hard to earn cash. Banks would offer as an alternative for obtaining relatively lucrative amounts, albeit extremely difficult to obtain.

 

Cluckin’Bell/Burger Shot – This one’s obvious: Replenish user’s health. I found they added a lot of character, immersion and humour to San Andreas.

 

Police Station/Hospital – They could be copied and pasted throughout the map. I always enjoyed wreaking havoc in the police station in previous GTAs. For added immersion, after being busted/wasted, you could be spawned in the entrance hall.

 

Motels – They could be located throughout the vast rural landscape, serving as save/health replenishment points. They could be deemed necessary if the quick save feature was removed, and helpful for restoring health. Also, an alternative place to take prostitutes if you’re into that sort of thing.

 

Safe Houses – The same as above. Not too many though, and make them useful. Condo’s with helipads, or houses with garages.

 

Bars – Bars offer more activities. Pool, arcade machines, bar brawls, etc. Your character could ring friends/acquaintances like in previous GTAs (although not the other way around). It would be awesome getting wasted with Trevor.

 

Businesses – In Vice City it actually felt like you owned your assets/properties. This was a major aspect of immersion and the feeling of building and owning an empire, and that's the primary focus of each story told in GTA. Most characters are going from rags to riches.

 

Shopping mall – For the fun factor. Who didn’t enjoy causing havoc in the mall in Vice City.

 

They're just some suggestions. It has nothing to do with being whiny kids. It seems you can't critisize the game at all without people circle-jerking and contorting your actual points to make them sound ridiculous. I see a lot of features/locations with little substance that people enjoy having in this game, inadvertently adding to the immersion/realism. It's no different with the interiors.

 

 

Im calling people whiny kids cause this game cant have everything, for gods sake... ITS A GAME RUNNING ON CURRENT GEN CONSOLES. These consoles cant handle a map this big, with all those interiors you mentioned.

 

People gotta get that inside their tiny heads.

 

dude you're misinterpreting the whole point of the argument, no one's dismissing the age of the hardware the game's running on, we're saying there are many useless/pointless features in the game that most of us would have happily traded in for a few more interior environments, it's really not hard to understand ..the game's still awesome regardless


ElectricEchoes
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#42

Posted 21 September 2013 - 11:08 PM

 

I think some people are missing the point of interiors. They’re used for immersion, fun, and in some cases they are necessary or beneficial. It’s the physical environment in GTA that gives it a sense of life and this also applies to interiors. Some people arguing against them are suggesting they’re a waste of space, only to be entered once and never again.

 

Banks – On completion, it becomes increasingly hard to earn cash. Banks would offer as an alternative for obtaining relatively lucrative amounts, albeit extremely difficult to obtain.

 

Cluckin’Bell/Burger Shot – This one’s obvious: Replenish user’s health. I found they added a lot of character, immersion and humour to San Andreas.

 

Police Station/Hospital – They could be copied and pasted throughout the map. I always enjoyed wreaking havoc in the police station in previous GTAs. For added immersion, after being busted/wasted, you could be spawned in the entrance hall.

 

Motels – They could be located throughout the vast rural landscape, serving as save/health replenishment points. They could be deemed necessary if the quick save feature was removed, and helpful for restoring health. Also, an alternative place to take prostitutes if you’re into that sort of thing.

 

Safe Houses – The same as above. Not too many though, and make them useful. Condo’s with helipads, or houses with garages.

 

Bars – Bars offer more activities. Pool, arcade machines, bar brawls, etc. Your character could ring friends/acquaintances like in previous GTAs (although not the other way around). It would be awesome getting wasted with Trevor.

 

Businesses – In Vice City it actually felt like you owned your assets/properties. This was a major aspect of immersion and the feeling of building and owning an empire, and that's the primary focus of each story told in GTA. Most characters are going from rags to riches.

 

Shopping mall – For the fun factor. Who didn’t enjoy causing havoc in the mall in Vice City.

 

They're just some suggestions. It has nothing to do with being whiny kids. It seems you can't critisize the game at all without people circle-jerking and contorting your actual points to make them sound ridiculous. I see a lot of features/locations with little substance that people enjoy having in this game, inadvertently adding to the immersion/realism. It's no different with the interiors.

 

 

Im calling people whiny kids cause this game cant have everything, for gods sake... ITS A GAME RUNNING ON CURRENT GEN CONSOLES. These consoles cant handle a map this big, with all those interiors you mentioned.

 

People gotta get that inside their tiny heads.

 

It's not about wanting everything. Most people are just innocuously suggesting it, and I hardly find it that big of a problem, the games still great.

 

And it's not the size of the map that prohibits interiors, it's the content within the map. Simple math tells you if you remove some tenuous and mundane feature you can add another feature, ie, interiors.


Punk Noodles
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#43

Posted 21 September 2013 - 11:11 PM

Who gives a flying f*ck about interiors when you have deserts, mountains and a huge city? As others have said you go in there once, look at how pretty it is, never to return.

Nigerian Keith
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#44

Posted 21 September 2013 - 11:13 PM

GRAND THEFT MOUNTAINS AND OCEAN.

 

LET"S SWIM PAST A STAR FISH AND RUN UP A HILL.


RichyB
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#45

Posted 21 September 2013 - 11:22 PM

Interiors interiors interiors. Why are so many people getting wet dreams about interiors?

 

Is that what you people do? Just go around walking about in the interiors that are available? Walking around the petrol station shop for hours? If so, f*ck me...there's a really nice city out there to explore

 

If not, why the f*ck do you want more interiors?

 

Never understood it.


-TommyVercetti-
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#46

Posted 21 September 2013 - 11:33 PM

Interiors interiors interiors. Why are so many people getting wet dreams about interiors?

 

Is that what you people do? Just go around walking about in the interiors that are available? Walking around the petrol station shop for hours? If so, f*ck me...there's a really nice city out there to explore

 

If not, why the f*ck do you want more interiors?

 

Never understood it.

 

Because you have loads of fun creating havoc inside of interiors such as casino, airport, shopping mall, banks, gas stations etc. or making additional missions on there. It also makes the game more realistic. 


Scooby803
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#47

Posted 21 September 2013 - 11:46 PM

The irony is if there were 500 enterable buildings and no sea floor thered be just as many posts complaining about how they did nothing with whats underwater.

People have been asking for better interiors for years. I don't remember anyone asking for better ocean floors.

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Coolstream
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#48

Posted 21 September 2013 - 11:49 PM

The ocean isn't really pointless there is quite a few things you can find deep down there. I dont think it's the greatest new feature, but there are rewards down there.

 

I don't see the point in it, there's a few hidden valuables, but they're pretty much all around 25K so they're useless.

 

Sure, it was nice with the very few missions actually being under water but why they spent so much time and effort on it is beyond me.

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-TommyVercetti-
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#49

Posted 22 September 2013 - 01:50 AM

 

The irony is if there were 500 enterable buildings and no sea floor thered be just as many posts complaining about how they did nothing with whats underwater.

People have been asking for better interiors for years. I don't remember anyone asking for better ocean floors.

 

 

Nice answer, I totally agree. Happy to see some players who know what they are talking about unlike useless ocean fans

 

 

The ocean isn't really pointless there is quite a few things you can find deep down there. I dont think it's the greatest new feature, but there are rewards down there.

 

I don't see the point in it, there's a few hidden valuables, but they're pretty much all around 25K so they're useless.

 

Sure, it was nice with the very few missions actually being under water but why they spent so much time and effort on it is beyond me.

 

 

Indeed

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